Channel of Arc-Rifting

Rerolls a damage die on lightning and thunder spells, shocks melee attackers, penalizes conductive targets' saves, teleports the wizard after casting and grants a flying storm form at 18th level.

Identity

The Channel of Arc-Rifting is the Riftcraft Tradition of the Rift's brightest and fastest register. Arc-Rifters' casting smells of ozone and burnt metal, and their spells strike before the sound of them arrives. Grid-engineers train them to keep starship reactors aligned, artillery commanders deploy them as walking cannons, and the Covenant of the Ebon Creed keeps a wary distance from them, as it does from storms.

Features

  • L3 Arc Training

    You gain proficiency in the Technology skill if you do not already have it. When you copy an Arc-Rifting spell into your Spellbook, the cost is halved. When you cast an Arc-Rifting spell that deals lightning or thunder damage, you can reroll one damage die per casting and must keep the new result. The Static, Spark Bolt, Stun Shot, and Tendril spells are always prepared for you and do not count against your prepared spell limit.

  • L7 Static Field

    When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal lightning damage to the attacker equal to 1d8 + your Intelligence modifier. You can use this feature once per short rest at no slot cost. Further uses before your next short rest each cost a spell slot of 1st level or higher, and the damage increases by 1d8 for each slot level above 1st. A creature reduced to 0 hit points by Static Field falls Prone.

  • L11 Conductive Targets

    If an Arc-Rifting spell you cast forces a saving throw and deals lightning or thunder damage, a target that is wearing metal armor, wielding a metal weapon, or touching conductive material (standing water, exposed wiring, starship deckplate) has disadvantage on the save. Lightning damage you deal ignores resistance, and a creature immune to lightning damage has resistance to yours instead.

  • L15 Lightning Step

    When you cast an Arc-Rifting spell of 1st level or higher, you can teleport up to 60 feet to an unoccupied space you can see as part of the casting. You leave an afterimage at the space you left, and the first attack roll made against you before the start of your next turn has disadvantage. You can use this feature once per turn.

  • L18 Storm Avatar Capstone

    Once per long rest, you can use a bonus action to assume an aspect of the living storm for 1 minute. While in this aspect, you have a flying speed equal to your walking speed and can hover, and you are immune to lightning damage and resistant to thunder damage. At the start of each of your turns, every hostile creature within 10 feet of you takes 2d8 lightning damage, or half as much on a successful Dexterity saving throw against your spell save DC. The first Arc-Rifting spell you cast each round can target one additional creature within 30 feet of the original target, which takes half damage and none of the spell's other effects. The aspect ends early if you are reduced to 0 hit points.